From 1a5ec9c3a2312a89bdca0c8878a0aa6fef4ae72b Mon Sep 17 00:00:00 2001 From: ktccd Date: Sun, 2 Apr 2017 19:03:42 +0200 Subject: [PATCH] Captain's Laser accessible by captain (#324) Changes the access required from centcomm special ops to captain access. Comment says it was on purpose, but seems poorly explained. As it is, a lot of people don't seem to know display cases even CAN be opened. And the gun is the captain's, why would it need special ops access to retrieve? --- code/game/objects/structures/displaycase.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm index e204b31f4c..ee54173f75 100644 --- a/code/game/objects/structures/displaycase.dm +++ b/code/game/objects/structures/displaycase.dm @@ -238,11 +238,12 @@ return ..() //The captains display case requiring specops ID access is intentional. +//Intentional why? Because of this, the captain has to SMASH his own display case to get his own gun. WHY? -ktccd //The lab cage and captains display case do not spawn with electronics, which is why req_access is needed. /obj/structure/displaycase/captain alert = 1 start_showpiece_type = /obj/item/weapon/gun/energy/laser/captain - req_access = list(access_cent_specops) + req_access = list(access_captain) /obj/structure/displaycase/labcage name = "lab cage"